//=============================================================================
// PepperPotDart - Not really a projectile, since it is spawned at the end of
// a trace, and then does nothing but cast some light and store 'P'.
//=============================================================================
class PepperPotDart extends TFProjectile;

var Pawn P;

replication
{
	reliable if(Role == ROLE_Authority)
		P;
}

simulated singular function Touch(Actor Other){}
simulated function ProcessTouch(Actor Other, Vector HitLocation){}
simulated function HitWall(vector HitNormal, actor Wall){}
simulated function BlowUp(vector HitLocation){}
simulated function Explode(vector HitLocation, vector HitNormal){}


simulated singular function BaseChange()
{
	if(Role == ROLE_Authority && Base == None && (P == None || P.Health <= 0))
		Destroy();
	else if(Base != None && Base.IsA('Pawn'))
		bHidden = true;
}

defaultproperties
{
     MaxSpeed=0.000000
     DamageRadius=0.000000
     MyDamageType=Class'taskforces.DamTypePepperPotDart'
     LightType=LT_Steady
     LightEffect=LE_QuadraticNonIncidence
     LightHue=10
     LightSaturation=110
     LightBrightness=100.000000
     LightRadius=4.000000
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'WeaponStaticMesh.RocketProj'
     bDynamicLight=True
     bNetTemporary=False
     Physics=PHYS_None
     LifeSpan=10.000000
     DrawScale=0.230000
     AmbientGlow=16
     bUnlit=False
     SoundVolume=255
     SoundRadius=50.000000
     bCollideActors=False
     bCollideWorld=False
     bBlockZeroExtentTraces=False
     bBlockNonZeroExtentTraces=False
}
